![]() At the same time they set the rules that third-party app stores were not allowed, and that third-party payment processors could not be used. Then they extended that same fee to in-app purchases a year later. Right at launch of the App Store, Apple announced its sales commission would be 30%. During that time their marketshare was fairly small, and it didn't start to really grow until they expanded availability to the Verizon network in 2011. I have a question about monopolies and market abuses.Īpple released their phone in 2007, the App Store in 2008, and in-app payments in 2009. There's really no reason to ever install anything from the Mac App Store, other than first-party Apple apps where you have no other choice (like XCode, Garage Band, Keynote, Final Cut, etc.) Only the same user that originally installed it can upgrade the app even though the app is available to every user on the machine. If you have multiple user accounts created on a computer, you can't even upgrade a free app that a different user installed via the Mac App store, even if your user also has admin privileges. The mac app store version usually won't go on the same sales and usually doesn't have any bundles available either. Once a game is a few years old it will start going on sale all the time on Steam. If it's one of the few AAA games that support MacOS at all, if you buy on Steam you usually get a cross-platform license and there will often be a bunch of bundles that include extra DLC packs at a discounted price. If it's a cross-platform app, you pay the same price but lose the ability to ever run it on Windows in the future if you buy it from the app store. You also can't install mac app store apps via homebrew in a setup script or any kind of tooling you use to manage the computer (maybe this is getting better with shortcuts, but I'm not aware of a way to do it). I've ended up re-buying a few different productivity tools over the years that I made the mistake of buying on the Mac App Store first, so that I actually had a portable license I could use that wasn't tightly coupled to making my personal text messages and iCloud files available on the same computer I want to use the license on. I've learned this the hard way with a bunch of productivity apps, if you want to use it on a personal machine and a work machine in the same way you can easily install all the free apps that you use on both machines, you're out of luck if you bought it on the Mac App Store. You'll pay the same price, but instead of getting a license you can run on unlimited of your own machines, or sometimes a fixed number like you can register it to 3 machines at a time, you can only install it on other computers that are managed by the same iCloud account. ![]() Not only that, but if you ever have the option of buying a software license directly from the developer or through the Mac App Store, you usually get much worse terms from the Mac App Store. And since developers had a choice, they mostly said No. Instead, they tried to port the same clueless, greedy, review-burdened scheme to that store, layering completely unnecessary requirements on top (like poorly-thought-out sandboxing). linking to their web sites or download links or whatever, they would hugely increase the value of the Mac platform and bring enough direct benefit to developers to be worth some kind of fee (and of course Apple gets $99/year anyway). ![]() If they simply listed all major Mac apps, e.g. The number of lousy apps is also extremely high every time I go to search or just look at the front page, to the point where Apple does itself no favors by even drawing attention to most of the apps on that store (and it gives the impression that “most” Mac software must be like this). Furthermore, while some quality and notable apps are still in the Mac App Store, many well-known apps are not there. The amount of software actually available for the Mac is far, far greater than what’s listed in the store. The Mac App Store gives a hint at what would happen if there was any choice.
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